Recording medium, provision management device, and game device
By using recording media and management devices in the game system, the computer program selectively provides game elements with restrictions, solving the problem of how to continuously improve the player's interest and achieving the attractiveness and interest maintenance of the game.
Patent Information
- Application Number
- CN202510062102.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2024-02-16
- Filing Date
- 2025-01-15
- Publication Date
- 2025-03-18
AI Technical Summary
In the game system, how to continuously improve the fun of players to maintain their interest in the game.
By providing a recording medium and management device, the computer program can selectively prompt and provide game elements with restrictions set and game elements with no restrictions set to give players a choice.
It has achieved the goal of improving the fun of players, making the game more attractive, and continuously maintaining the interest of players.
Smart Images

Figure CN119633397A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a recording medium, a providing management device and a game device. Background Art
[0002] In recent years, game systems that provide games to players' terminals via communication networks have become increasingly popular. In addition, the server of the game system provides various game elements that can be used in the game (for example, Patent Document 1).
[0003] [Background Technology Literature]
[0004] [Patent Document]
[0005] [Patent Document 1] Japanese Patent Application Publication No. 2015-047516 Summary of the invention
[0006] [Problems to be solved by the invention]
[0007] In the game system described above, it is important to devise the types of game elements provided to players and the method of presenting the game elements in order to keep players interested in the game. As a result, a game that increases the fun of the players is provided.
[0008] Therefore, an object of the present invention is to provide a recording medium, a management device, and a game device that can provide a game that improves the fun of players.
[0009] [Technical means to solve the problem]
[0010] One form of the present invention is a recording medium that records a program, and the program causes a computer to function as the following mechanisms: a prompting mechanism that can selectively prompt the provision of game elements with restrictions and the provision of game elements without restrictions; and a granting mechanism that grants the selected game elements.
[0011] One aspect of the present invention is a game device comprising: a prompting mechanism capable of selectively prompting provision of a game element with a given restriction and provision of a game element without a given restriction; and a granting mechanism for granting the selected game element.
[0012] One aspect of the present invention is a recording medium recording a program, wherein the program causes a computer to function as a providing mechanism that can selectively provide game elements with provision restrictions and game elements without provision restrictions based on the provision status of game elements of a player.
[0013] One aspect of the present invention is a provision management device including a provision mechanism capable of selectively providing game elements with provision restrictions and game elements without provision restrictions, based on a provision status of a game element to a player.
[0014] [Effects of the Invention]
[0015] According to the present invention, a highly interesting game can be provided. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] Figure 1 It is a diagram showing an example of the overall configuration of the game system according to the present embodiment.
[0017] Figure 2 1 is a diagram showing an example of the device configuration of a notebook computer which is one example of the player terminal 1 .
[0018] Figure 3 This is a diagram for explaining an example of the front side of the leader card 21.
[0019] Figure 4 This is a diagram for explaining an example of the back side of the leader card 21.
[0020] Figure 5 This is a diagram for explaining an example of the front side of the battle card 22.
[0021] Figure 6 This is a diagram for explaining an example of the back side of the battle card 22.
[0022] Figure 7 This is a diagram for explaining an example of the front side of the additional card 23.
[0023] Figure 8 This is a block diagram showing an example of the functional configuration of the player terminal 1 .
[0024] Fig. 9 It is a diagram showing an example of the player information database D1.
[0025] Fig.10 It is a diagram showing an example of the game element information database D2.
[0026] Fig.11 This is a diagram showing an example of a home page screen.
[0027] Fig.12 This is a diagram showing an example of a store screen.
[0028] Fig.13 This is a diagram showing an example of a store screen.
[0029] Fig.14 This is a diagram showing an example of displaying game elements that are currently tradable and game elements that are currently untradeable on a store screen.
[0030] Figure 1 5 is a diagram showing an example of a detailed display of paid and free in-game currency currently held.
[0031] Fig.16 This is a diagram showing an example of an in-game currency provision screen.
[0032] Fig.17 This is a diagram showing an example of a situation where the supply quantity (disbursement quantity) of the first paid currency pack 231 has reached the upper limit and is in a sold-out state.
[0033] Figure 1 8 is a diagram showing an example of a screen displayed when the in-game currency for the price of a game element is insufficient.
[0034] Fig.19 This is a block diagram showing an example of the functional configuration of the game server 2.
[0035] Fig. 20 It is a diagram showing an example of the user information management database D3.
[0036] Fig.21 It is a diagram showing an example of the game element management database D4.
[0037] Fig. 22 This is a diagram showing an example of the store management database D5.
[0038] Fig.23 It is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2.
[0039] Fig.24 This is a diagram for explaining the determination of whether a game element can be provided (given) or cannot be provided (given).
[0040] Fig.25 This is a diagram showing an example of notification when the total charge exceeds a preset amount.
[0041] Fig.26 It is a diagram for explaining Modification Example 2 of the embodiment. DETAILED DESCRIPTION
[0042] <Overall composition>
[0043] Figure 1 2 is a diagram showing an example of the overall configuration of the game system of the present embodiment. Figure 1 As shown, the game system includes a player terminal 1 prepared for each player A, B of the game, and a game server 2. The player terminal 1 and the game server 2 can be connected to a communication line N and can communicate with each other.
[0044] The communication line N means a communication path that can perform data communication. That is, the communication line N includes not only a dedicated line (dedicated cable) for direct connection or a LAN (Local Area Network) using Ethernet (registered trademark) or the like, but also a communication network such as a telephone communication network or a cable network, the Internet, and the communication method may be wired or wireless.
[0045] The player terminal 1 is a computer capable of executing a game program, connected to a communication line N via a wireless communication base station, etc., and capable of data communication with a game server 2. The player terminal 1 is, for example, a personal computer, a smart phone, a mobile phone, a portable game device, a fixed home game device, a business game device, a tablet computer, a controller for a fixed home game device, etc. There are basically multiple player terminals 1, which are operated by each player.
[0046] The game server 2 is a server system including a single or multiple server devices or storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data required for game operation, distribute game programs or data required for executing games on the player terminals 1, etc.
[0047] Figure 2 1 is a diagram showing an example of the device configuration of a notebook computer, which is an example of a player terminal 1. Figure 2 As shown, the player terminal 1 includes a display 11 and an operating mechanism, that is, a keyboard 12. In addition, the player terminal 1 is provided with a control substrate (not shown), a built-in battery, a power button, a volume adjustment button, a speaker, and the like.
[0048] The control substrate is equipped with various microprocessors such as CPU (Central Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), ASIC (Application Specific Integrated Circuit), VRAM (Video Random Access Memory), RAM (Random Access Memory), ROM (Read only memory), and various IC (Integrated Circuit) memories, wireless communication modules for wireless communication with mobile phone base stations, etc. In addition, the control substrate is equipped with so-called I / F circuits (interface circuits) such as driver circuits for the touch operation panel 12. Each element mounted on these control substrates is electrically connected via a bus circuit, etc., and can read and write data or send and receive signals.
[0049] In the game of this embodiment, various game elements appear. Hereinafter, each game element will be described.
[0050] <First Game Element>
[0051] The first type of game element is an item that embodies a character, and is represented by an image. The image includes a static image and a dynamic image. In addition, the item can be either intangible or tangible. For example, a virtual game card displayed by a computer, or a physical game card, etc. In addition, the item can be any item as long as it is a game element that can be specifically associated with the item, and is not limited to a card. The item can be, for example, a figurine that has the appearance of a game element. In the following description, the first type of game element is described by taking the case of a virtual game card that embodies a character as an example.
[0052] In the game of the present embodiment, there are a plurality of first game elements, namely game cards. The information recorded on the front of the game card is different according to the type of the game card. Several types of game cards can be set, but in the following description, examples of three types of game cards, namely, a leader card 21 (first type first game element), a battle card 22 (first type second game element) and an additional card 23 (first type third game element) are used for description. The common point of any type of game card is that a correspondence is established with the character image of the work. The character image is an image of a character appearing in the work, but in the present embodiment, an image of a scene containing a character appearing in the work is also described as a character image. In addition, even for the same character, there are multiple game cards with different character patterns, which are treated as different game cards.
[0053] The player uses the obtained game cards to pre-build a card group to execute the game. Whenever a card group is built, the total number of cards in the card group and the number of cards of each type are predetermined. In this embodiment, a card group including a total number of 50 cards including one leader card 21 is used as an example for explanation, but the number of cards can be any as long as it is predetermined.
[0054] In addition, there is a positive position in the game card, and the state in which the content recorded in the game card can be directly judged as the positive position when the player observes. Moreover, there are multiple configuration states of the game card. In the following description, the state in which the game card is in the positive position is called the action state, and the horizontal state after the game card is rotated 90 degrees is called the non-action state. In addition, in the specified area, the state of the opposite position after the game card is rotated 180 degrees is called the action state. In addition, the specified direction can be determined in advance as the action state, and the situation of changing the direction of the game card from the specified direction can be determined in advance as the non-action state. In the game, these states of the game card can be used at the right time.
[0055] <Leadership Card 21>
[0056] The leader card 21 (first type first game element) is described. Figure 3 and Figure 4 2 is a diagram showing an example of the leader card 21. Figure 3 This is a diagram for explaining an example of the front side of the leader card 21. Figure 4 2 is a diagram for explaining an example of the back side of the leader card 21. The leader card 21 is a card that is composed of one card in the card deck. The leader card 21 is a game card that fights against the leader card 21 or the battle card 22 of the opponent.
[0057] The character information 10 and the card information 11 are recorded on each of the front and back of the leader card 21. The leader card 21 is placed so that the front can be seen at the start of the game, but is placed so that the back can be seen when a specified condition is met.
[0058] The leadership card 21 includes character information 10 and card information 11. The character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104.
[0059] The character name 101 is the name of the character corresponding to the card. In Figure 3 and Figure 4 the example shown, "Sakurakoji" is recorded.
[0060] The character image 102 is the image of the character corresponding to the card.
[0061] The ability information 103 is a parameter of the ability of the character corresponding to the game card. In the present embodiment, the case where the ability value of the character is recorded as the ability information will be described. Win when the ability value is more than the ability value of the battle card 22 of the battle opponent. In Figure 3 the example, the ability value "15000" is recorded, but in Figure 4 the example, the ability value "20000" is recorded.
[0062] The effect information 104 records skill information related to the effect activated during an attack (offense), and awakening information related to the conditions and effects for returning from the front to the back. In Figure 3 the example, as the skill information, "During an attack: Draw one card" is recorded, and as the awakening information, "When the health value is 4 or less, draw 1 card. Then turn this card over" is recorded.
[0063] In addition, the ability information 103 and the effect information 104 may also be included in the character information 10, but in this description, the example where the ability information 103 and the effect information 104 are not included in the character information will be described.
[0064] The card information 11 includes front-back information 111, card category name 112, card category mark 113, color information 114, rarity 115, and card identification information 116.
[0065] The front-back information 111 is information indicating the front and back of the leadership card 21. As long as it can be used to know the front and back information, it can be any of a character string, an illustration, a symbol mark, etc. In Figure 3 the example shown, as the front-back information, the character "front" is used to indicate the front side, and in Figure 4 the example shown, as the front-back information, the character string "back" is used to indicate the back side. In addition, the front-back information only needs to be on the back. This is because the game cards of the card game also attach importance to the appearance of the card itself, so it is preferable not to record unnecessary information on the front.
[0066] The card category name 112 is information representing the category of a card. The card category name 112 records any information of a leader card, a battle card, and an additional card. Figure 3 and Figure 4 In the example of the leader card 21 shown, “Leader” is recorded in the card type name 112 .
[0067] The card type symbol 113 records any one of the symbols for distinguishing the leader card 21, the battle card 22, and the additional card 23. The leader symbol indicating that it is a leader card is recorded in the leader card 21. In order to visually understand that it is a leader card, the leader symbol (first symbol) is preferably a symbol that can remind the role of the leader card 21.
[0068] The color information 114 indicates information about the color to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a card deck using the battle card 22 and the additional card 23 of the same color information.
[0069] The rarity 115 indicates the rarity level of the game card. The rarity level can be displayed in any manner as long as it is set in advance, but in this embodiment, the rarity is divided into five stages for explanation. Figure 3 and Figure 4 In the example shown, the case where the rarity level is 1 is illustrated.
[0070] The card identification information 116 records the identification information that uniquely identifies the game card. Figure 3 and Figure 4 In the example of , "001" is recorded as the card identification information 116.
[0071] The leader card 21 is different from other game cards in that the card type symbol 113 (leader symbol) and ability information 103 or effect information 104 are recorded on the front and back of the card. Moreover, the ability information 103 or effect information 104 is different between the front and back. Thus, the evolution or awakening of a character can be expressed with one card, and it can also be identified as a leader card in the display of the front and back.
[0072] <Battle Card 22>
[0073] The battle card 22 (first type second game element) is described. Figure 5 This is a diagram for explaining an example of the front side of the battle card 22. Figure 6 FIG. 2 is a diagram for explaining an example of the back side of the battle card 22. Figure 5 As shown, in the battle card 22, only the image of the corresponding character is recorded on the front. The back of the battle card 22 is the same. The battle card 22 is a card that attacks the leader card 21 or the battle card 22 of the opponent player.
[0074] The battle card 22 includes character information 10 and card information 11 .
[0075] The character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104, similarly to the leader card 21. In addition, the character information 10 includes combo information 105 and cost information 106.
[0076] The character name 101 is the same as the leader card 21, and is the name of the character associated with the card. Figure 5 In the example shown, "Umekoji" is recorded.
[0077] The character image 102 is the same as the leader card 21 and is an image of a character associated with the card.
[0078] The ability information 103 is the same as the leader card 21, and is the parameter of the ability of the character corresponding to the card. Figure 5 In the example, the ability value "20000" is recorded.
[0079] Effect information 104 records the skill information related to the effect activated during attack (offense). Figure 5 In the example, as skill information, it is recorded that "When this card is attacked and fails, the life value decreases by 1."
[0080] The combo information 105 is information related to the ability value that increases the ability value of other game cards arranged in the battle area. Figure 5 In the example shown, “+5000” is recorded as the combo information 105 .
[0081] The cost information 106 is the cost information required when placing the battle card 22 from the hand to the battle area. That is, by changing the number of game cards arranged in the energy area, for example, from the action state to the non-action state, by the number of pieces of the value recorded in the cost information 106, the battle card 22 can be placed in the battle area. Figure 5 In the example of , "3" is recorded as the cost information 106. In the following description, the change of the game card arranged in the energy area from the action state to the non-action state is described as "payment cost".
[0082] The card information 11 includes a card type name 112 , a card type mark 113 , color information 114 , rarity 115 , and card identification information 116 .
[0083] The card type name 112 is information indicating the type of the card. Figure 5 In the example of the battle card 22 shown, “battle” is recorded in the card type name 112 .
[0084] A battle symbol (second symbol) indicating a battle card 22 is recorded in the card type symbol 113. The battle symbol is preferably a symbol that reminds one of the role of the battle card 22 so that the card can be visually understood to be a battle card.
[0085] The color information 114 indicates information about the color to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a card deck using the battle card 22 and the additional card 23 of the same color information.
[0086] Rarity 115 indicates the rarity level of the game card. Figure 5 In the example shown, the case where the rarity level is 1 is illustrated.
[0087] The card identification information 116 records the identification information that uniquely identifies the game card. Figure 5 In the example of , "002" is recorded as the card identification information 116.
[0088] <Additional card 23>
[0089] The additional card 23 (the third game element of the first type) will be described. Figure 7 2 is a diagram for explaining an example of the front side of the additional card 23. Figure 7 As shown, the front side of the additional card 23 shows the image of the corresponding character.
[0090] The back of the additional card 23 is the same as the battle card 22. Therefore, the back of the additional card 23 is the same as the battle card 22. Figure 6 The battle cards 22 shown are identical.
[0091] The additional card 23 includes character information 10 and card information 11.
[0092] The character information 10 includes a character name 101 , a character image 102 , effect information 104 , and cost information 106 .
[0093] The character name 101 is the name of the character associated with the card. In the case of the additional card 23, it is the name of the characteristic scene (scene), scene, scenery, background, building, character's belongings, event, etc. that appears in the work. Figure 7 In the example, "Water Surface Slash" is recorded.
[0094] The character image 102 is an image of a character associated with the card, and is an image that expresses characteristic scenes (scenes), situations, scenery, backgrounds, buildings, character's belongings, events, etc. that appear in the work together with the character.
[0095] Effect information 104 records the skill information related to the effect activated during attack (offense). Figure 7In the example, as skill information, "During 1 round, ability value is doubled" is recorded.
[0096] The cost information 106 is the cost information required when placing the additional card 23 from the hand to the battle area. Figure 7 In the example of , "3" is recorded as the cost information 106.
[0097] The card information 11 includes a card type name 112 , a card type mark 113 , color information 114 , rarity 115 , and card identification information 116 .
[0098] The card type name 112 is information indicating the type of the card. Figure 7 In the example of the additional card 23 shown, “additional” is recorded in the card type name 112 .
[0099] The card type mark 113 has an additional symbol (third symbol) indicating that it is an additional card 23. In order to visually understand that it is an additional card, the additional symbol is preferably a symbol that reminds the function of the additional card 23.
[0100] The color information 114 indicates information about the color to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a card deck using the battle card 22 and the additional card 23 of the same color information.
[0101] Rarity 115 indicates the rarity level of the game card. Figure 7 In the example shown, the case where the rarity level is 1 is illustrated.
[0102] The card identification information 116 records the identification information that uniquely identifies the game card. Figure 7 In the example of , "003" is recorded as the card identification information 116.
[0103] <Second Game Element>
[0104] The second game element is described.
[0105] The second game element in this embodiment is a game element used in transactions within the game, and is referred to as in-game currency. The second game element includes a paid second game element (the second first game element) that a player can obtain by paying a price (e.g., money), and a free second game element (the second second game element) given by the game operator without exchanging with the price (e.g., money), but by reaching a specified condition (e.g., a task prepared by the game operator). The paid second game element (the second first game element) and the free second game element (the second second game element) are mainly used for the exchange (purchase) of the first game element (game card), etc. In the following description, the paid second game element (the second first game element) is recorded as paid currency, and the free second game element (the second second game element) is recorded as free currency.
[0106] Next, the configuration of each device will be described.
[0107] <Configuration of Player Terminal 1>
[0108] Figure 8 This is a block diagram showing an example of the functional configuration of the player terminal 1 .
[0109] like Figure 8 As shown, the terminal 1 includes a display unit 51 , a game element reading unit 52 , an operation input unit 53 , a sound output unit 54 , a communication unit 55 , a storage unit 56 , and a processing unit 57 .
[0110] The display unit 51 displays various game screens based on the input image signal. The function of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal, a cathode ray tube (CRT), a projector, a head-mounted display, etc. Figure 2 In the example of the personal computer, it corresponds to the display 11.
[0111] The game element reading unit 52 is a reader that reads the character information that appears in the game from the real game card. By setting (arranging) the character that appears in the battle game from the game card held by the player to the game element reading unit 52, the game element reading unit 52 can read the identification information of the game card.
[0112] The operation input unit 53 is used by the player to input various operations related to the game, and outputs operation input signals corresponding to the operation input to the processing unit 57. The functions of the operation input unit 53 can be realized by, for example, a keyboard, a mouse, a touch pad, a home button, a button switch, or a joystick, a cursor, or other elements that the player directly operates with his fingers, and can also be realized by an acceleration sensor or an angular velocity sensor, a tilt sensor, a geomagnetic sensor, or other elements that detect movement or posture. Figure 2 In the example of a personal computer, it corresponds to the keyboard 12.
[0113] The sound output unit 54 is used to output sound effects related to the game based on the input sound signal.
[0114] The communication unit 55 is connected to the communication line N to realize communication. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (Terminal Adaptor), a jack of a wired communication cable, a control circuit, or the like.
[0115] The storage unit 56 stores in advance or temporarily stores each time processing a program for causing the player terminal 1 to operate to realize various functions of the player terminal 1, or data used in the execution of the program. The storage unit 56 can be implemented by, for example, a solid-state drive using an IC memory such as a RAM or ROM, a flash memory, a magnetic disk such as a hard disk, a CD-ROM (Compact Disk-Read Only Memory) or a DVD (Digital Video Disk), or the like.
[0116] The storage unit 56 stores system programs and game programs. The system program is a program for realizing the basic functions of the computer as the player terminal 1. The game program is a program for making the processing unit 57 perform the functions described below. When the player completes the account login, the program is distributed from the game server 2 or other application distribution servers. In addition, the storage unit 56 stores the database required for executing the game. In this embodiment, the storage unit 56 stores the player information database D1 and the game element information database D2.
[0117] The player information database D1 is a database that stores various information of players. Fig. 9 1 is a diagram showing an example of a player information database D1. The player information database D1 includes a player ID field, a player name field, a player information field, a level field, a profile card information field, a game card information field, a card set information field, a currency information field, a purchase history information field, and a last update date field, and each piece of information is stored in association.
[0118] The player ID field is a field for recording identification information for identifying a player. The player name field is a field for recording a nickname, for example. The player information field is a field for recording experience points obtained by playing in a battle game, etc. The level field is a field for recording the player level obtained by accumulating experience points. The profile card information field is a field for recording information related to the profile card described later. The game card information field is a field for recording the game card identification information (game card ID) of the game card held by the player. The card set information field is information related to the card set composed of game cards of the player, and is a field for recording the game card ID of the game card constituting the card set for each card set.
[0119] The currency information column is a column for recording information related to the in-game currency held by the player, and the number is recorded for each paid currency or free currency. Specifically, the acquisition date, the number of acquisitions, and the total number of the currency are recorded for each paid and free type. The purchase history information column is a column for recording the purchase history of game cards, in-game currency, etc. purchased by the player. Specifically, the game element ID of the purchased game element, the name of the game element, the purchase date, and the purchase quantity are recorded. The last update date column is a column for recording the last update date of the player information database D1.
[0120] The game element information database D2 is a database that stores information on game elements that appear or are used in the game. Fig.10 2 is a diagram showing an example of a game element information database D2. The game element information database D2 includes a game element ID field, a character information field, a game element image field, and a final update date field, and each information is associated and stored. The game element ID field is a field for recording identification information (game card ID) for identifying game elements such as game cards. The character information field is a field for recording character information (such as resume information, ability value, etc.) of a character embodied in a game element. The game element image field is a field for recording image data of the game element itself (such as a game card) or image data of a character embodied in a game element. In addition, the image data includes static images and dynamic images. The final update date field is a field for recording the final update date of the game element information database D2.
[0121] In addition, these databases can be sequentially downloaded from the game server 2 by adding or changing characters used in the game.
[0122] The processing unit 57 controls the operation of the terminal 1 based on the program or data stored in the storage unit 56, various input signals from the operation input unit 53, etc. The functions of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. The processing unit 57 includes a player information management unit 60, a game execution control unit 61, and a store prompt control unit 62 as main functional units.
[0123] The player information management unit 60 uses the player information database D1 to manage the player information. The player information management unit 60 uses the player information database D1 to manage the player information such as the player ID, the player name, the game cards held, the in-game currency, and the game elements such as the card decks constructed by the player. When this information is updated, the player information management unit 60 updates the player information database D1 and records the update date.
[0124] The game execution control unit 61 controls and manages the progress of the entire game. For example, the game execution control unit 61 displays a menu screen such as a home screen and executes a process selected by the player. Fig.11 is a diagram showing an example of a home page screen. Fig.11 In the home screen of the game, a home screen tab 200 of the home screen, a deck tab 201 for switching to a deck screen for assembling a deck, a shop tab 202 for switching to a shop screen for purchasing game cards, a battle mode selection button 203 for selecting a battle using a deck, a battle button 204 for switching to a battle in the selected battle mode, an icon 205, a reward button 206 for switching to a reward screen related to a reward for a mission, an in-game currency icon 207, a balance amount (holding amount) 208 of in-game currency, and an in-game currency purchase button 209 for switching to a purchase screen for in-game currency are displayed. In addition, the balance amount (holding amount) 208 of in-game currency is the total amount of the paid currency and the amount of the free currency. In addition, the icon 205 displays the deck name of the deck currently selected by the player and the leader cards included in the deck.
[0125] The game execution control unit 61 executes a battle game between players. When determining the winner of the game, the player information, level, etc. in the player information database D1 are updated based on the battle result or the experience value, level, ranking, etc. that have changed due to the battle, and the updated time is recorded as the final update time in the final update time column.
[0126] When the store tab 202 on the home screen is selected, the store presentation control unit 62 presents a store screen for trading game elements (game cards, in-game currency, etc.), and presents the game elements to be traded in a selectable manner on the store screen. Fig.12 and Fig.13 This is a diagram showing an example of a store screen. Fig.12 This is an example of a store screen for purchasing card packs (a collection of game cards). Fig.13 This is an example of a store screen for purchasing a starter card set (a collection of game cards), and a card pack that can be provided (given) can be selectively prompted. In the card pack area, the name of the card pack 210 and the option 211 for purchasing the card pack are displayed. Here, providing (giving) includes obtaining through the player in exchange for a price, or being provided (given) by the operator without a price.
[0127] In addition, there are two types of game elements that can be provided: limited provision and unlimited provision. For example, limited provision of game elements may limit the number of game elements provided (given), or the period in which game elements can be provided (given) is only a specified period. For example, the limitation on the number of game elements provided (given) is to limit the number of game elements provided (given) to one player, or to limit the number of game elements that can be provided to all players. In addition, game elements that are provided (given) without restriction and game elements that are provided (given) with restriction may be displayed in multiple or individual forms. Fig.12 In the example, "XXX card pack" and "YYY card pack" have no limit on the quantity provided, but "ZZZ card pack" and "SSS card pack" have a limit on the quantity provided. Fig.13 In the example, the quantity of "AAA deck", "BBB deck", "CCC deck" and "DDD deck" are all limited. In this way, unlike the game elements sold in general, by setting the game elements to be provided (given) only in a specific number or for a specific period, the player's interest in the game elements can be continuously maintained.
[0128] In addition, the game elements presented on the store screen include not only the game elements that can be traded currently, but also the game elements that were provided in the past but cannot be traded currently. The game elements that cannot be traded currently include, for example, the case where the number of times the game elements are given to each player is limited and the limit is reached, or the number of items provided is determined for all players and the number of items provided (the number of items given) reaches the number (sold out state). The store presentation control unit 62 presents the game elements that cannot be provided currently in a manner that allows the player to recognize the game elements that can be provided currently, so that the player cannot select the game elements that cannot be provided currently. Fig.14 This is a diagram showing an example of displaying game elements that are currently available and game elements that are currently not available on a store screen. Fig.14In the example, in a manner that enables identification of area 221 of "BBB deck" and "DDD deck" that can be provided, that is, area 220 of "AAA deck" and "CCC deck" that are sold out is displayed in black, the display of option 211 of "AAA deck" and "CCC deck" is changed to "SOLDOUT" indicating the sold out state, and the player is prompted in an unselectable manner. In this way, by prompting the game elements that cannot be provided currently in an unselectable manner, the player can know the game elements that were provided in the past and will not select the game elements that cannot be provided currently, thereby improving the convenience of the player.
[0129] In addition, the store prompt control unit 62 also provides and gives in-game currency. Figure 11 to Figure 14 As shown, the provision of in-game currency is not to switch to the in-game currency provision screen of the tab, but rather, an in-game currency icon 207, an in-game currency balance icon 208 of the player's in-game currency, and an in-game currency provision screen transition button 209 for switching to the in-game currency provision screen are displayed in any of the home screen of the home screen tab 200, the card deck assembly screen of the card deck tab 201, and the store screen of the store tab 202.
[0130] When either the in-game currency icon 207 or the player's in-game currency balance icon 208 is selected, the store presentation control unit 62 refers to the currency information column of the player information database D1 to display the details of the paid and free amounts of in-game currency currently held by the player. Figure 1 5 is a diagram showing an example of displaying the details of the currently held in-game currency, paid and free. Figure 1 In the example of FIG. 5, the balance of the paid currency among the in-game currency currently held by the player and the balance of the free currency among the in-game currency currently held by the player are displayed. In addition, as the price when purchasing game elements, it is displayed that the free currency is consumed first, and the paid currency is consumed first from the game element acquired earlier.
[0131] In this way, by prompting the in-game currency icon 207, the in-game currency balance icon 208 and the in-game currency provision screen transition button 209 in each screen, the player can know the balance of the in-game currency currently held and its paid and free details, and can switch from each screen to the in-game currency provision screen for obtaining the required in-game currency.
[0132] When the in-game currency provision screen transition button 209 is selected, the store presentation control unit 62 transitions to the in-game currency provision screen. The store presentation control unit 62 presents the in-game currency that can currently be provided on the in-game currency provision screen.
[0133] Fig.16This is a diagram showing an example of the in-game currency provision screen. Fig.16 In the example of , the first paid currency package 231 and the second paid currency package 232 are displayed on the in-game currency provision screen. The first paid currency package 231 is 100 yen 150 currency, and the second paid currency package 232 is 100 yen 100 currency. Thus, the first paid currency package 231 and the second paid currency package 232 provide different amounts of currency per designated price. In other words, the first paid currency package 231 is more affordable. However, there is an upper limit on the amount of currency provided (amount given) to one player in the first paid currency package 231. Fig.16 In the example of , the upper limit of the number of times provided (the number of times given) to one player in the first paid currency package 231 is 3 times. On the other hand, the number of times provided (the number of times given) to one player in the second paid currency package 232 is unlimited.
[0134] The store prompt control unit 62 refers to the purchase history information of the player's player information database D1, and when the supply quantity (given quantity) of the first paid currency package 231 reaches the upper limit, it notifies that the supply quantity (given quantity) of the first paid currency package 231 has reached the upper limit and is in a sold-out state, and prompts the first paid currency package 231 in a non-selectable manner. Fig.17 This is a diagram showing an example of a situation where the supply quantity (disbursement quantity) of the first paid currency pack 231 has reached the upper limit and is in a sold-out state.
[0135] As described above, unlike game elements sold in general, by providing game elements that are limited to a specific number or provided only for a specific period, it is possible to continuously maintain the player's interest in the game elements.
[0136] In addition, as a method of transitioning to the in-game currency provision screen, the store prompt control unit 62 may also notify the subject when the in-game currency (the total of paid currency and free currency) for the price of the game element is insufficient when purchasing a game element such as a game card in the store screen for purchasing the game element, and display a screen that can transition to the in-game currency provision screen. Fig.18 This is a diagram showing an example of a screen displayed when the in-game currency for the price of a game element is insufficient. Figure 1 In the example of FIG. 8 , a notification 233 indicating that the in-game currency for the amount of the game element is insufficient and a button 234 for switching to the in-game currency provision screen are displayed.
[0137] <Configuration of Game Server 2>
[0138] Fig.19 2 is a block diagram showing an example of a functional configuration of the game server 2. The game server 2 includes a processing unit 70, a communication unit 71, and a storage unit 72.
[0139] The processing unit 70 controls the operation of the game server 2 based on the program or data stored in the storage unit 72, the received information, etc. The functions of the processing unit 70 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. The processing unit 70 has the functions of a player information management unit 80, a game execution management unit 81, and a store management unit 82.
[0140] The player information management unit 81 manages player information using the user information management database D3. Fig. 20 : is a figure which shows an example of the user information management database D3. The user information management database D3 has one record for each player, and the record is the same as that of the user information database D1.
[0141] The player information management unit 81 compares the player ID and the last update date of the user information database D1 sent by the player terminal 1 when logging into the game with the player ID and the last update date of the user information management database D3, and sends the subject if they are consistent; if they are inconsistent, it sends the information logged into the user information management database D3, thereby seeking to synchronize the contents of the user information database D1 between the player terminal 1 and the game server 2.
[0142] The game execution management unit 82 executes and manages matching between players, execution of the battle game, granting of various parameters such as experience points based on the results of the battle game, etc. In addition, the game execution management unit 82 manages various game elements such as game cards used in the game using the game element management database D4. Fig.21 1 is a diagram showing an example of a game element management database D4. The game element management database D4 has the same information as the game element database D4 stored in each player terminal 1. The game execution management unit 82 updates the game element management database D4 by the appearance of a new game element, etc. In addition, when the player terminal 1 logs in, etc., the content of the game element database D2 is synchronized between the player terminal 1 and the game server 2.
[0143] The store management unit 83 manages stores that provide game elements using the store management database D5. Fig. 22 FIG. 4 is a diagram showing an example of a store management database D5. Fig. 22 In the example, one record includes a game element ID field for identifying the game element to be provided, the game element field, a price field (in-game currency) field for the game element, a provision restriction field for the game element, and a stock quantity field for the game element.
[0144] The game element ID field not only records the game element ID of the game card, in-game currency, etc., but also records the identification information of a collection of multiple game cards, that is, a game card package (including a card set), or a collection of in-game currency, that is, an in-game currency package. In addition, in the case of a game card package, even if the same identification information is used, the content of the game cards contained is different. In this case, a list of game card IDs of game cards (possibly included in the game card package) associated with the identification information of the game card package is pre-stored. When provided to the player, the store management unit 83 selects the game card ID from the list by drawing a lottery according to the number of the game card package, and provides the collection of game cards of the selected game card ID as a game card package. The provision restriction field records the content of the provision restriction of the game element. The provision restriction, for example, records the provision (giving) quantity of the game element, the period during which it can be provided, etc. The inventory quantity field is "yes" when the provision quantity is not limited, and records "the quantity of inventory" when the provision quantity to all players is limited.
[0145] The store management unit 83 receives the request from the player terminal 1, reads out various information of the game elements to be provided from the store management database D5, and transmits the information as store information.
[0146] The communication unit 71 is connected to the communication line N to implement communication.
[0147] The storage unit 72 stores system programs and game programs. The system program is a program for realizing the basic functions of the computer as the game server 2. The game program is a program for making the processing unit 70 function as the player information management unit 80, the game execution management unit 81, and the store management unit 82.
[0148] Furthermore, the recording unit 72 stores a user information management database D3 , a game element management database D4 , and a store management database D5 .
[0149] <Operation of Each Device>
[0150] The operations of the player terminal 1 and the game server 2 will be described. Fig.23 1 is a sequence diagram for explaining the operation of the player terminal 1 and the game server 2. In the following description, it is assumed that the player ends the game and is given a player ID in the initial setting.
[0151] When the player starts the game application on the player terminal 1 , the game execution control unit 61 sends the player ID of the player and the last update date of the player information database D1 and the game element database D2 to the game server 2 (Step 1 ).
[0152] The player information management unit 80 of the game server 2 compares the final update date of the received player ID with the final update date of the player ID of the player information management database D3 (step 2). If the final update date is consistent, the player information management unit 80 sends the subject. On the other hand, in the case of inconsistency, the player information management unit 80 sends the various information stored in the record of the player ID of the player information management database D3 (step 3). Thus, between the player terminal 1 and the game server 2, the player information is synchronized. Similarly, the player information management unit 80 compares the final update date of the game element database D2 with the final update date of the game element management database D4, and in the case of inconsistency, sends the various information of the game element management database D4. Thus, between the player terminal 1 and the game server 2, the game element information is synchronized. In addition, the information sent from the game server 2 can also be the differential information that is different between the player terminal 1 and the game server 2.
[0153] The player information management unit 60 and the game execution control unit 61 of the player terminal 1 receive the notification of the database from the game server 2, and update the player information database D1 and the game element database D2 if necessary (step 4).
[0154] The store notification control unit 62 of the player terminal 1 displays Fig.11 The home page screen shown in the figure makes a request for store information to the game server 2 (step 5).
[0155] The store management unit 82 of the game server 2 receives the request from the player terminal 1, reads out various information of the game elements to be provided from the store management database D5, and transmits it as store information (step 6).
[0156] The store prompt control unit 62 of the player terminal 1 receives the store information. The store prompt control unit 62 compares the provision restrictions with the purchase history information of the player information database D1 for the game elements in the store information, and determines whether the game elements can be provided (given) or cannot be provided (given) (step 7). In addition, when the store tag 202 is selected, the store prompt control unit 62 prompts in a form that can identify the game elements that can be provided (given) and the game elements that cannot be provided (given), and can selectively prompt the game elements that can be provided (given), and cannot selectively prompt the game elements that cannot be provided (given) (step 8).
[0157] Fig.24 This is a diagram for explaining the determination of whether a game element can be provided (given) or cannot be provided (given). Fig.24The received store information and the purchase history information of the player information database D1 are displayed. The store prompt control unit 62 determines whether the game element ID with the provision restriction in the received store information is registered in the purchase history information. Fig.24 In the example, the "discounted goods" of the game element ID "1001", the "FFF pack" of the game element ID "1002", ..., the "AAA card set" of the game element ID "1010", ..., and the "CCC card set" of the game element ID "1012" have provision restrictions. On the other hand, in the purchase history information, the "AAA card set" of the game element ID "1010", the "CCC card set" of the game element ID "1012", and the "discounted goods" of the game element ID "1001" have a purchase history of 1 time.
[0158] In the screen of the start card group of the store screen, the store prompt control unit 62 is as follows Fig.14 As shown, in a manner that allows area 221 of the "BBB deck" and "DDD deck" that can provide the status to be identified, that is, area 220 of the "AAA deck" and "CCC deck" that indicate the sold-out status is displayed in black, the display of option 211 of the "AAA deck" and "CCC deck" is changed to "Sold Out" indicating the sold-out status, and is prompted to the player without the option of selection.
[0159] In addition, the purchase of "discounted goods" of game element ID "1001" is one time, which does not reach the upper limit of the limit number. Therefore, in each screen, when the in-game currency provision screen transition button 209 is selected to transition to the in-game currency provision screen, as shown in FIG. Figure 1 As shown in FIG. 6 , the store presentation control unit 62 presents a paid currency pack 231 and a paid currency pack 232 of “discounted goods” on the in-game currency provision screen.
[0160] The store presentation control unit 62 gives the game element to the player through the selection of the game element and the exchange of the price or the in-game currency (step 9). During the transaction, the store presentation control unit 62 refers to the currency information held by the player information database D1 and consumes in the following order.
[0161] 1. Free Currency is consumed in the order of the earliest date of acquisition.
[0162] 2. After the amount of free currency becomes zero, the paid currency is consumed in the order of the earliest acquisition date among the paid currencies.
[0163] Then, the store presentation control unit 62 updates the game card information, currency information, or purchase history information of the player information database D1, and transmits the updated information of the player information database D1 to the game server 2 (step 10).
[0164] The player information management unit 80 of the game server 2 receives the update information of the player information database D1 and updates the player information of the player (step 11).
[0165] Repeat the above actions according to each player's choice and purchase.
[0166] In the embodiment of the present invention, unlike the game elements sold in general, by providing game elements that are limited to a specific number or provided only for a specific period, the player's interest in the game elements can be continuously maintained.
[0167] In addition, the embodiments of the present invention can make the game elements that are currently unavailable be presented in a non-selectable manner, so that the player can know the game elements that were provided in the past, thereby continuously maintaining the player's interest in the game elements. In addition, since the player cannot select the presented unavailable game elements, he will not make a wrong selection, thereby improving the convenience of the player.
[0168] In addition, in this embodiment, since a mechanism (such as an icon or button) for switching to the in-game currency provision screen is provided in each screen, it is possible to switch from each screen to the in-game currency provision screen for obtaining in-game currency when necessary, thereby improving the convenience of the player.
[0169] In addition, in this embodiment, since means (such as icons and buttons) for knowing the details of in-game currency are provided on each screen, players can know the balance of in-game currency they hold and the details of paid and free currency when necessary, thereby improving player convenience.
[0170] <Variation 1 of the embodiment>
[0171] The store prompt control unit 62 may also set an upper limit amount that can be charged on a daily, monthly or yearly basis, and notify the subject when the total amount of charges exceeds the upper limit amount when the game element that needs to be charged is traded. For example, the store prompt control unit 62 may also calculate the total amount of charges for the month based on the purchase history information of the player information database D1, and notify the subject when the game element is traded when the total amount of charges exceeds the preset amount. Fig.25 1 is a diagram showing an example of notification when the total amount of charges exceeds a preset amount. By configuring in this way, excessive charges can be avoided, and in particular, people with weak economic foundations such as minors can be protected.
[0172] <Variation 2 of the Implementation Method>
[0173] The store prompt control unit 62 may also set an upper limit on the amount of in-game currency that can be held. For example, when a player purchases new in-game currency on the in-game currency provision screen, the store prompt control unit 62 refers to the currency information held in the player information database D1. When purchasing new in-game currency, if the amount of in-game currency held (the total amount of paid currency and free currency) exceeds a preset amount, the store prompt control unit 62 prompts the in-game currency selection button in a manner that allows other selection buttons to be identified. If the selection button is selected, the store prompt control unit 62 notifies the player that the upper limit of the in-game currency that can be held has been exceeded, and the player cannot purchase new in-game currency.
[0174] Fig.26 FIG. 2 is a diagram for explaining a second variation of the embodiment. Fig.26 In the example, the upper limit of the currency held is set to 1000. In the case of purchasing affordable goods, the total number of currencies held is 1050, which exceeds the upper limit of 1000, but in the case of purchasing ordinary goods, it is 1000, which does not exceed the upper limit of 1000. Therefore, the button 240 for selecting affordable goods is black and cannot be selected, and the button 241 for selecting ordinary goods is white and can be selected. As a result, the player cannot select the affordable goods. In addition, when the player selects button 240, the message "The in-game currency held exceeds the number that can be purchased. Please purchase again after consuming the in-game currency." is displayed.
[0175] By setting it as such a structure, the in-game currency will not be held more than necessary, excessive charges can be avoided, and in particular, people with weak economic foundations such as minors can be protected.
[0176] As mentioned above, although the present invention has been described by taking the preferred embodiment as an example, the present invention is not limited to the above embodiment, and can be implemented with various modifications within the scope of the technical concept.
[0177] In addition, part or all of the above-mentioned embodiments are also described as the following supplementary notes, but are not limited to the following.
[0178] [Note 1]
[0179] A program that causes a computer to function as:
[0180] a prompting mechanism capable of selectively prompting provision of game elements with restrictions and provision of game elements without restrictions; and
[0181] Give the organization, give the chosen game elements.
[0182] [Note 2]
[0183] According to the procedure set out in Appendix 1,
[0184] The prompt mechanism can select and provide the game element with restrictions when the game element with restrictions is in the first state, and cannot select and provide the game element with restrictions when the game element with restrictions changes to the second state.
[0185] [Note 3]
[0186] According to the procedure set out in Appendix 1 or Appendix 2,
[0187] The presenting means presents in a identifiable manner whether provision of the game element can be selected.
[0188] [Note 4]
[0189] According to the procedure set out in any one of Annexes 1 to 3,
[0190] The presenting means presents options provided for selecting the game element, and presents the options so as to be unselectable, on the condition that the game element to which the restriction is set is changed to a second state.
[0191] [Note 5]
[0192] According to any one of the procedures set out in Appendix 1 to 4,
[0193] The granting mechanism grants the selected game element in exchange for a designated price.
[0194] [Note 6]
[0195] According to the procedure described in any one of Notes 1 to 5,
[0196] The presenting means switches to a screen where the insufficient amount of the price can be given, if the price for exchanging the selected game element is insufficient.
[0197] [Note 7]
[0198] According to the procedure described in any one of Notes 1 to 6,
[0199] The grant limit is based on a limit on the number of grants of the game element to each player; and
[0200] The first state is that the number of administrations has not reached an upper limit;
[0201] The second state is when the number of administrations reaches an upper limit.
[0202] [Note 8]
[0203] According to any one of the procedures set out in Appendix 1 to 7,
[0204] At the beginning of the game, the upper limit of the number of grants is at least 1.
[0205] [Note 9]
[0206] According to the procedure described in any one of Appendix 1 to 8,
[0207] The game elements include a plurality of types of game elements, and each type is classified into game elements with restrictions or game elements without restrictions.
[0208] [Note 10]
[0209] According to the procedure described in any one of Annexes 1 to 9,
[0210] The game element for which the restriction is set is a first set of a plurality of game elements required for a player to participate in a battle game; and
[0211] The game element to which the above-mentioned given restriction is not set is a second group including a plurality of game elements that enable the player to advantageously proceed with the battle game.
[0212] [Note 11]
[0213] According to the procedure described in any one of Appendix 1 to 10,
[0214] The grant limit is based on the limit of the inventory number of the game element; and
[0215] The first state is that the number of game elements given does not exceed the number of stocks,
[0216] The second state is when the number of game elements given reaches the stock number.
[0217] [Note 12]
[0218] A gaming device comprising:
[0219] a prompting mechanism capable of selectively prompting provision of game elements with restrictions and provision of game elements without restrictions; and
[0220] Give the organization, give the chosen game elements.
[0221] [Note 13]
[0222] A program causes a computer to function as a providing mechanism capable of selectively providing game elements with provision restrictions and game elements without provision restrictions, according to the provision status of game elements to a player.
[0223] [Note 14]
[0224] According to the procedure set out in Appendix 13,
[0225] The providing mechanism can select and provide game elements with provision restrictions when the provision status of the game elements of the player is in the first status, and cannot select and provide game elements with provision restrictions when the provision status of the game elements of the player is in the second status.
[0226] [Note 1 5]
[0227] According to the procedure set out in Appendix 13 or Appendix 14,
[0228] The provision status of the game element of the player is a status based on the number of times the game element is provided to the player; and
[0229] The first state is that the number of times provided has not reached an upper limit,
[0230] The second state is when the number of times of provision has reached an upper limit.
[0231] [Note 16]
[0232] According to any one of the procedures set out in Notes 13 to 15,
[0233] At the beginning of the game, the upper limit of the number of times provided is at least 1 time.
[0234] [Note 17]
[0235] According to any one of the procedures set out in Notes 13 to 16,
[0236] The game elements include a plurality of types of game elements, and each type is classified into game elements with provision restrictions or game elements with no provision restrictions.
[0237] [Note 1 8]
[0238] According to any one of the procedures set out in Notes 13 to 17,
[0239] The game element for which the provision restriction is set is a first set including a plurality of game elements; and
[0240] The game element for which the provision restriction is not set is a second set including a plurality of game elements.
[0241] [Note 19]
[0242] A management device is provided, comprising:
[0243] The providing means can selectively provide game elements with provision restrictions and game elements without provision restrictions, according to the provision status of the game elements to the player.
[0244] [Explanation of Symbols]
[0245] 1 Player Terminal
[0246] 2 Game Servers
[0247] 21 Leadership Cards
[0248] 22 Battle Cards
[0249] 23Add-on cards
[0250] 51 Display unit
[0251] 52 Game element reading unit
[0252] 53 Operation input unit
[0253] 54 sound output unit
[0254] 55 Ministry of Communications
[0255] 56 Storage
[0256] 57 Processing Department
[0257] 60 Player Information Management Department
[0258] 61 Game execution control unit
[0259] 62 Store Prompt Control Department
[0260] 70 Processing Department
[0261] 71 Ministry of Communications
[0262] 72 Storage
[0263] 80 Player Information Management Department
[0264] 81 Games Execution Management Department
[0265] 82 Store Management Department.
Claims
1. A recording medium recording a program, wherein the program Make the computer function as: a prompting mechanism capable of selectively prompting provision of game elements with restrictions and provision of game elements without restrictions; and Give the organization, give the chosen game elements.
2. The recording medium according to claim 1, wherein The prompt mechanism selectively provides the game element with restrictions when the game element with restrictions is in the first state, and non-selectively provides the game element with restrictions when the game element with restrictions changes to the second state.
3. The recording medium according to claim 2, wherein The presenting means presents in a identifiable manner whether provision of the game element can be selected.
4. The recording medium according to claim 3, wherein The presenting means presents options provided for selecting the game element, and presents the options so as to be unselectable, on the condition that the game element to which the restriction is set is changed to a second state.
5. The recording medium according to claim 2, wherein The granting mechanism grants the selected game element in exchange for a designated price.
6. The recording medium according to claim 5, wherein The presenting means switches to a screen where the insufficient amount of the price can be given, if the price for exchanging the selected game element is insufficient.
7. The recording medium according to claim 1 or claim 2, wherein The grant limit is based on a limit on the number of grants of the game element to each player; and The first state is that the number of administrations has not reached an upper limit; The second state is when the number of administrations reaches an upper limit.
8. The recording medium according to claim 7, wherein At the beginning of the game, the upper limit of the number of grants is at least 1.
9. The recording medium according to claim 8, wherein The game elements include a plurality of types of game elements, and each type is classified into game elements with restrictions or game elements without restrictions.
10. The recording medium according to claim 9, wherein The game element for which the restriction is set is a first set of a plurality of game elements required for a player to participate in a battle game; and The game element for which the above-mentioned given restriction is not set is a second group including a plurality of game elements that enable the player to advantageously proceed with the battle game.
11. The recording medium according to claim 1 or claim 2, wherein The grant limit is based on the limit of the inventory number of the game element; and The first state is that the number of game elements given does not exceed the number of stocks, The second state is when the number of game elements given reaches the stock number.
12. A gaming device comprising: a prompting mechanism capable of selectively prompting provision of game elements with restrictions and provision of game elements without restrictions; and Give the organization, give the chosen game elements.
13. A recording medium recording a program, wherein the program The computer is made to function as a providing means capable of selectively providing game elements with provision restrictions and game elements with no provision restrictions, according to the provision status of the game elements of the player.
14. The recording medium according to claim 13, wherein The providing mechanism can selectively provide the game element with provision restrictions when the provision status of the game element of the player is in the first status, and cannot selectively provide the game element with provision restrictions when the provision status of the game element of the player is in the second status.
15. The recording medium according to claim 14, wherein The provision status of the game element of the player is a status based on the number of times the game element is provided to the player; and The first state is that the number of times provided has not reached an upper limit, The second state is when the number of times of provision has reached an upper limit.
16. The recording medium according to claim 15, wherein At the beginning of the game, the upper limit of the number of times provided is at least 1 time.
17. The recording medium according to claim 14 or claim 15, wherein The game elements include a plurality of types of game elements, and each type is classified into game elements with provision restrictions or game elements with no provision restrictions.
18. The recording medium according to claim 17, wherein The game element for which the provision restriction is set is a first set including a plurality of game elements; and The game element for which the provision restriction is not set is a second set including a plurality of game elements.
19. A provision management device, comprising: The providing means can selectively provide game elements with provision restrictions and game elements without provision restrictions, according to the provision status of the game elements to the player.
Citation Information
Patent Citations
Game medium giving method, computer, and control program
JP2015047516A